Gameplay-wise:
-Made all messages consistent, no more message about 'beginning' to do something when actually it's done. (Addresses Issue #1540)
-Now to attack patient on table with surgery tool you need to have harm intent (Addresses Issue #1540)
-All surgeries now have delays and begin/finish messages on each step, much like bone surgery.
Code-wise:
-All code handling surgery steps was moved in appropriate procs for each tool, to get rid of one HUGE attack proc.
Now attack proc checks for prereqs for surgery (like masks covering face), checks for targeted zone and calls needed proc.
-Deleted all code that handled messages for when user performs surgery on himself, because that's honest to god dead code. You need to be down to get surgery don on you, and you can't use tools while down. So until something is changed, those messages removed to improve readability of code.
-Added interrupt proc, that handles interruptions during surgery for each tool. For now all types of surgery handled the same, may be implemented differently later.
Signed-off-by: comma <krauchinsky@gmail.com>
-Made the telecommunication server and NTSL broadcast more robust so that having a HUB is an option, if someone decides to create their own network.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4325 316c924e-a436-60f5-8080-3fe189b3f50e
-Increased brightness of light bulbs to 4 (up from 3). This is so I wouldn't have to spam a whole bunch of light bulbs in darker areas to get the same mood it had before the darkness update. And since I don't need them any more, I've removed a bunch of light bulbs I added in in an earlier commit.
-Added a maint door to the Janitor's closet
-Map changes to library and medbay. Thanks, Dingus!
-Updated changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4324 316c924e-a436-60f5-8080-3fe189b3f50e
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues
Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*
There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
What this means is that if you set something like RD and scientist both to Medium, when it comes around to the Level 2 or the Medium preference checks if RD is open you will be placed in the lottery for RD before scientist (or any other non-head job set to Medium). Unlike the change made in r4296 this one still respects player preferences. r4296 would ignore all non-head jobs for EVERY level until it found a head before it even began to run the standard selection code. With this change the older FillHeadPosition is not quite as important and could likely be removed if wanted however it does still help in cases where you would end up with no heads yet someone had a head set above never.
tl;dr The idea of having a head job chosen over a normal job of the same level is good, however the way it was implemented was not due to how it ignored other preferences.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4317 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed issue 643, the code will now check that the TKed item's loc is on turf, i.e: not in a locker or in someone's pockets.
-Fixed issue 282, the locker wouldn't pick up the chameleon's dummy because it was an effect and not an item. I added a hacky exception for the chameleon projector. I've also made the starting item something more useful so that people will use it more. Please report any issues you find with this, I'm sure nothing too bad will happen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4313 316c924e-a436-60f5-8080-3fe189b3f50e
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
- alien larvae, mice can hide under mobs
- roaches, mice can hide under various objects
- various tweaks, including flavour and existing mechanics
- fix for ghosts not being able to spawn as mice
- added move delay of half a second to simple_animals (about the same as human walkspeed?)
- simple_animals, when talking, can only understand each other (and mobs with universal_speak)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>